void CAI_DynamicLinkController::GenerateLinksFromVolume() { Assert( m_ControlledLinks.Count() == 0 ); int nNodes = g_pBigAINet->NumNodes(); CAI_Node **ppNodes = g_pBigAINet->AccessNodes(); const float MinDistCareSq = Square(MAX_NODE_LINK_DIST + 0.1); const Vector &origin = WorldSpaceCenter(); Vector vAbsMins, vAbsMaxs; CollisionProp()->WorldSpaceAABB( &vAbsMins, &vAbsMaxs ); vAbsMins -= Vector( 1, 1, 1 ); vAbsMaxs += Vector( 1, 1, 1 ); for ( int i = 0; i < nNodes; i++ ) { CAI_Node *pNode = ppNodes[i]; const Vector &nodeOrigin = pNode->GetOrigin(); if ( origin.DistToSqr(nodeOrigin) < MinDistCareSq ) { int nLinks = pNode->NumLinks(); for ( int j = 0; j < nLinks; j++ ) { CAI_Link *pLink = pNode->GetLinkByIndex( j ); int iLinkDest = pLink->DestNodeID( i ); if ( iLinkDest > i ) { const Vector &originOther = ppNodes[iLinkDest]->GetOrigin(); if ( origin.DistToSqr(originOther) < MinDistCareSq ) { if ( IsBoxIntersectingRay( vAbsMins, vAbsMaxs, nodeOrigin, originOther - nodeOrigin ) ) { Assert( IsBoxIntersectingRay( vAbsMins, vAbsMaxs, originOther, nodeOrigin - originOther ) ); CAI_DynamicLink *pLink = (CAI_DynamicLink *)CreateEntityByName( "info_node_link" ); pLink->m_nSrcID = i; pLink->m_nDestID = iLinkDest; pLink->m_nSrcEditID = g_pAINetworkManager->GetEditOps()->GetWCIdFromNodeId( pLink->m_nSrcID ); pLink->m_nDestEditID = g_pAINetworkManager->GetEditOps()->GetWCIdFromNodeId( pLink->m_nDestID ); pLink->m_nLinkState = m_nLinkState; pLink->m_strAllowUse = m_strAllowUse; pLink->m_bFixedUpIds = true; pLink->m_bNotSaved = true; pLink->Spawn(); m_ControlledLinks.AddToTail( pLink ); } } } } } } }
void CAI_RadialLinkController::ModifyNodeLinks( bool bMakeStale ) { int nNodes = g_pBigAINet->NumNodes(); CAI_Node **ppNodes = g_pBigAINet->AccessNodes(); VPROF_BUDGET("ModifyLinks", "ModifyLinks"); const float MinDistCareSq = Square( ai_radial_max_link_dist.GetFloat() + 0.1 ); for ( int i = 0; i < nNodes; i++ ) { CAI_Node *pNode = ppNodes[i]; const Vector &nodeOrigin = pNode->GetOrigin(); if ( m_vecAtRestOrigin.DistToSqr(nodeOrigin) < MinDistCareSq ) { int nLinks = pNode->NumLinks(); for ( int j = 0; j < nLinks; j++ ) { CAI_Link *pLink = pNode->GetLinkByIndex( j ); int iLinkDest = pLink->DestNodeID( i ); if ( iLinkDest > i ) { bool bQualify = true; if( ( (pLink->m_iAcceptedMoveTypes[HULL_HUMAN]||pLink->m_iAcceptedMoveTypes[HULL_WIDE_HUMAN]) & bits_CAP_MOVE_GROUND) == 0 ) { // Micro-optimization: Ignore any connection that's not a walking connection for humans.(sjb) bQualify = false; } const Vector &originOther = ppNodes[iLinkDest]->GetOrigin(); if ( bQualify && m_vecAtRestOrigin.DistToSqr(originOther) < MinDistCareSq ) { if ( IsRayIntersectingSphere(nodeOrigin, originOther - nodeOrigin, m_vecAtRestOrigin, m_flRadius) ) { if( bMakeStale ) { pLink->m_LinkInfo |= bits_LINK_STALE_SUGGESTED; pLink->m_timeStaleExpires = FLT_MAX; } else { pLink->m_LinkInfo &= ~bits_LINK_STALE_SUGGESTED; } } } } } } } }
void CAI_Hint::OnRestore() { BaseClass::OnRestore(); m_NodeData.nNodeID = g_pAINetworkManager->GetEditOps()->GetNodeIdFromWCId( m_NodeData.nWCNodeID ); FixupTargetNode(); CAI_Node *pNode = GetNode(); if ( !pNode ) { if ( m_NodeData.nWCNodeID > 0 ) DevMsg("Warning: AI hint has incorrect or no AI node\n"); } else { m_NodeData.vecPosition = pNode->GetOrigin(); Teleport( &m_NodeData.vecPosition, NULL, NULL ); pNode->SetHint( this ); } }
void CASW_Spawn_Manager::PrespawnAlienAtRandomNode(const char *szAlienClass, const int iNumAliens, const int iHull, const Vector &playerStartPos, const int iNumNodes) { for (int i = 0; i < iNumAliens; ++i) { CAI_Node *pNode = NULL; for (int k = 0; k < 30; ++k) { int node_id = RandomInt(0, iNumNodes - 1); pNode = g_pBigAINet->GetNode(node_id); if (!pNode || pNode->GetType() != NODE_GROUND) continue; else if (pNode->GetOrigin().DistToSqr(playerStartPos) < 1000 * 1000) { continue; } if (ValidSpawnPoint(pNode->GetPosition(iHull), NAI_Hull::Mins(iHull), NAI_Hull::Maxs(iHull), true, false)) { // Raise the end position a little up off the floor, place the npc and drop him down CBaseEntity *pAlien = SpawnAlienAt(szAlienClass, pNode->GetPosition(iHull) + Vector(0.f, 0.f, 12.f), RandomAngle(0, 360)); IASW_Spawnable_NPC *pSpawnable = dynamic_cast<IASW_Spawnable_NPC*>(pAlien); if (pSpawnable) { pSpawnable->SetAlienOrders(AOT_SpreadThenHibernate, vec3_origin, NULL); } if (asw_director_debug.GetBool() && pAlien) { Msg("Spawned alien at %f %f %f\n", pAlien->GetAbsOrigin()); NDebugOverlay::Cross3D(pAlien->GetAbsOrigin(), 8.0f, 255, 0, 0, true, 20.0f); } if (pAlien) break; } } } }
bool CASW_Weapon_Blink::SetBlinkDestination() { CASW_Player *pPlayer = GetCommander(); if ( !pPlayer ) return false; CASW_Marine *pMarine = GetMarine(); if ( !pMarine ) return false; Vector vecStart = pPlayer->GetCrosshairTracePos() + Vector( 0, 0, 30 ); Vector vecEnd = pPlayer->GetCrosshairTracePos() - Vector( 0, 0, 30 ); trace_t tr; UTIL_TraceHull( vecStart, vecEnd, pMarine->WorldAlignMins(), pMarine->WorldAlignMaxs(), MASK_PLAYERSOLID_BRUSHONLY, pMarine, COLLISION_GROUP_PLAYER_MOVEMENT, &tr ); if ( tr.startsolid || tr.allsolid ) { m_vecInvalidDestination = vecStart; return false; } if ( pMarine->GetAbsOrigin().DistTo( tr.endpos ) > asw_blink_range.GetFloat() ) { m_vecInvalidDestination = tr.endpos; return false; } Vector vecDest = tr.endpos; // now see if we can build an AI path from the marine to this spot bool bValidRoute = false; if ( !pMarine->GetPathfinder() ) { m_vecInvalidDestination = vecDest; return false; } AI_Waypoint_t *pRoute = pMarine->GetPathfinder()->BuildRoute( pMarine->GetAbsOrigin(), vecDest, NULL, 30, NAV_GROUND, bits_BUILD_GROUND | bits_BUILD_IGNORE_NPCS ); if ( pRoute && !UTIL_ASW_DoorBlockingRoute( pRoute, true ) ) { if ( !UTIL_ASW_BrushBlockingRoute( pRoute, MASK_PLAYERSOLID_BRUSHONLY, COLLISION_GROUP_PLAYER_MOVEMENT ) ) { // if end node of the route is too Z different, then abort, to stop people jumping on top of walls AI_Waypoint_t *pLast = pRoute->GetLast(); if ( pLast ) { AI_Waypoint_t *pNode = pLast->GetPrev(); if ( !pNode || fabs( pNode->GetPos().z - pLast->GetPos().z ) < 80.0f ) { bValidRoute = true; } } } } if ( !bValidRoute ) { // find the closest node to the dest and try to path there instead CAI_Network *pNetwork = pMarine->GetNavigator() ? pMarine->GetNavigator()->GetNetwork() : NULL; if ( pNetwork ) { int nNode = pNetwork->NearestNodeToPoint( vecDest, false ); if ( nNode != NO_NODE ) { CAI_Node *pNode = pNetwork->GetNode( nNode ); if ( pNode && pNode->GetType() == NODE_GROUND ) { vecDest = pNode->GetOrigin(); if ( pRoute ) { ASWPathUtils()->DeleteRoute( pRoute ); pRoute = NULL; } pRoute = pMarine->GetPathfinder()->BuildRoute( pMarine->GetAbsOrigin(), vecDest, NULL, 30, NAV_GROUND, bits_BUILD_GROUND | bits_BUILD_IGNORE_NPCS ); if ( pRoute && !UTIL_ASW_DoorBlockingRoute( pRoute, true ) ) { if ( !UTIL_ASW_BrushBlockingRoute( pRoute, MASK_PLAYERSOLID_BRUSHONLY, COLLISION_GROUP_PLAYER_MOVEMENT ) ) { bValidRoute = true; } } if ( !bValidRoute ) { m_vecInvalidDestination = vecDest; } } } } } if ( !bValidRoute ) { if ( pRoute ) { ASWPathUtils()->DeleteRoute( pRoute ); pRoute = NULL; } return false; } if ( asw_blink_debug.GetBool() ) { ASWPathUtils()->DebugDrawRoute( pMarine->GetAbsOrigin(), pRoute ); } m_vecAbilityDestination = vecDest; if ( pRoute ) { ASWPathUtils()->DeleteRoute( pRoute ); pRoute = NULL; } return true; }
bool CASW_Spawn_Manager::SpawnRandomShieldbug() { int iNumNodes = g_pBigAINet->NumNodes(); if ( iNumNodes < 6 ) return false; int nHull = HULL_WIDE_SHORT; CUtlVector<CASW_Open_Area*> aAreas; for ( int i = 0; i < 6; i++ ) { CAI_Node *pNode = NULL; int nTries = 0; while ( nTries < 5 && ( !pNode || pNode->GetType() != NODE_GROUND ) ) { pNode = g_pBigAINet->GetNode( RandomInt( 0, iNumNodes ) ); nTries++; } if ( pNode ) { CASW_Open_Area *pArea = FindNearbyOpenArea( pNode->GetOrigin(), HULL_MEDIUMBIG ); if ( pArea && pArea->m_nTotalLinks > 30 ) { // test if there's room to spawn a shieldbug at that spot if ( ValidSpawnPoint( pArea->m_pNode->GetPosition( nHull ), NAI_Hull::Mins( nHull ), NAI_Hull::Maxs( nHull ), true, false ) ) { aAreas.AddToTail( pArea ); } else { delete pArea; } } } // stop searching once we have 3 acceptable candidates if ( aAreas.Count() >= 3 ) break; } // find area with the highest connectivity CASW_Open_Area *pBestArea = NULL; for ( int i = 0; i < aAreas.Count(); i++ ) { CASW_Open_Area *pArea = aAreas[i]; if ( !pBestArea || pArea->m_nTotalLinks > pBestArea->m_nTotalLinks ) { pBestArea = pArea; } } if ( pBestArea ) { CBaseEntity *pAlien = SpawnAlienAt( "asw_shieldbug", pBestArea->m_pNode->GetPosition( nHull ), RandomAngle( 0, 360 ) ); IASW_Spawnable_NPC *pSpawnable = dynamic_cast<IASW_Spawnable_NPC*>( pAlien ); if ( pSpawnable ) { pSpawnable->SetAlienOrders(AOT_SpreadThenHibernate, vec3_origin, NULL); } aAreas.PurgeAndDeleteElements(); return true; } aAreas.PurgeAndDeleteElements(); return false; }
bool CASW_Spawn_Manager::SpawnAlientAtRandomNode() { if ( spawnRandomAlienTimer.HasStarted() && !spawnRandomAlienTimer.IsElapsed() ) return false; spawnRandomAlienTimer.Start( MINIMUM_SPAWN_DELAY ); UpdateCandidateNodes(); // decide if the alien is going to come from behind or in front bool bNorth = RandomFloat() < 0.7f; if ( m_northCandidateNodes.Count() <= 0 ) { bNorth = false; } else if ( m_southCandidateNodes.Count() <= 0 ) { bNorth = true; } CUtlVector<int> &candidateNodes = bNorth ? m_northCandidateNodes : m_southCandidateNodes; if ( candidateNodes.Count() <= 0 ) return false; const char *szAlienClass = wandererQueue[wandererQueueStart]; Vector vecMins, vecMaxs; GetAlienBounds( szAlienClass, vecMins, vecMaxs ); int alienHull = getAlienHull(szAlienClass); int iMaxTries = 3; for ( int i=0 ; i<iMaxTries ; i++ ) { int iChosen = RandomInt( 0, candidateNodes.Count() - 1); CAI_Node *pNode = GetNetwork()->GetNode( candidateNodes[iChosen] ); if ( !pNode ) continue; float flDistance = 0; CASW_Marine *pMarine = dynamic_cast<CASW_Marine*>(UTIL_ASW_NearestMarine( pNode->GetPosition( alienHull ), flDistance )); if ( !pMarine ) return false; // check if there's a route from this node to the marine(s) AI_Waypoint_t *pRoute = ASWPathUtils()->BuildRoute( pNode->GetPosition( alienHull ), pMarine->GetAbsOrigin(), NULL, 100 ); if ( !pRoute ) { if ( asw_director_debug.GetBool() ) { NDebugOverlay::Cross3D( pNode->GetOrigin(), 10.0f, 255, 128, 0, true, 20.0f ); } continue; } if ( bNorth && UTIL_ASW_DoorBlockingRoute( pRoute, true ) ) { DeleteRoute( pRoute ); continue; } Vector vecSpawnPos = pNode->GetPosition( alienHull ) + Vector( 0, 0, 32 ); bool needsGround = Q_stricmp(szAlienClass, "asw_buzzer") != 0; if ( ValidSpawnPoint( vecSpawnPos, vecMins, vecMaxs, needsGround, MARINE_NEAR_DISTANCE ) ) { float extraClearanceFactor = 1; //the boomer's hull seems to be too small for some reason if (Q_stricmp(szAlienClass, "asw_boomer") == 0) { extraClearanceFactor = 2; } Vector shiftSpawnBy = shiftSpawnPosition(vecSpawnPos, vecMins, vecMaxs, extraClearanceFactor); if (shiftSpawnBy.z == -1 ) { DeleteRoute( pRoute ); continue; } Vector shiftedSpawnPos = vecSpawnPos+shiftSpawnBy; Vector testShift = shiftSpawnPosition(shiftedSpawnPos, vecMins, vecMaxs, extraClearanceFactor); if (testShift.x != 0 || testShift.y != 0 || testShift.z != 0) { DeleteRoute( pRoute ); continue; } if ( SpawnAlienAt( szAlienClass, shiftedSpawnPos, vec3_angle ) ) { wandererQueueStart++; wandererQueueStart %= WANDERER_QUEUE_SIZE; if ( asw_director_debug.GetBool() ) { NDebugOverlay::Cross3D( vecSpawnPos, 25.0f, 255, 255, 255, true, 20.0f ); float flDist; CASW_Marine *pMarine = UTIL_ASW_NearestMarine( vecSpawnPos, flDist ); if ( pMarine ) { NDebugOverlay::Line( pMarine->GetAbsOrigin(), vecSpawnPos, 64, 64, 64, true, 60.0f ); } } DeleteRoute( pRoute ); return true; } } else { if ( asw_director_debug.GetBool() ) { NDebugOverlay::Cross3D( vecSpawnPos, 25.0f, 255, 0, 0, true, 20.0f ); } } DeleteRoute( pRoute ); } return false; }
// heuristic to find reasonably open space - searches for areas with high node connectivity CASW_Open_Area* CASW_Spawn_Manager::FindNearbyOpenArea( const Vector &vecSearchOrigin, int nSearchHull ) { CBaseEntity *pStartEntity = gEntList.FindEntityByClassname( NULL, "info_player_start" ); int iNumNodes = g_pBigAINet->NumNodes(); CAI_Node *pHighestConnectivity = NULL; int nHighestLinks = 0; for ( int i=0 ; i<iNumNodes; i++ ) { CAI_Node *pNode = g_pBigAINet->GetNode( i ); if ( !pNode || pNode->GetType() != NODE_GROUND ) continue; Vector vecPos = pNode->GetOrigin(); float flDist = vecPos.DistTo( vecSearchOrigin ); if ( flDist > 400.0f ) continue; // discard if node is too near start location if ( pStartEntity && vecPos.DistTo( pStartEntity->GetAbsOrigin() ) < 1400.0f ) // NOTE: assumes all start points are clustered near one another continue; // discard if node is inside an escape area bool bInsideEscapeArea = false; for ( int d=0; d<m_EscapeTriggers.Count(); d++ ) { if ( m_EscapeTriggers[d]->CollisionProp()->IsPointInBounds( vecPos ) ) { bInsideEscapeArea = true; break; } } if ( bInsideEscapeArea ) continue; // count links that drones could follow int nLinks = pNode->NumLinks(); int nValidLinks = 0; for ( int k = 0; k < nLinks; k++ ) { CAI_Link *pLink = pNode->GetLinkByIndex( k ); if ( !pLink ) continue; if ( !( pLink->m_iAcceptedMoveTypes[nSearchHull] & bits_CAP_MOVE_GROUND ) ) continue; nValidLinks++; } if ( nValidLinks > nHighestLinks ) { nHighestLinks = nValidLinks; pHighestConnectivity = pNode; } if ( asw_director_debug.GetBool() ) { NDebugOverlay::Text( vecPos, UTIL_VarArgs( "%d", nValidLinks ), false, 10.0f ); } } if ( !pHighestConnectivity ) return NULL; // now, starting at the new node, find all nearby nodes with a minimum connectivity CASW_Open_Area *pArea = new CASW_Open_Area(); pArea->m_vecOrigin = pHighestConnectivity->GetOrigin(); pArea->m_pNode = pHighestConnectivity; int nMinLinks = nHighestLinks * 0.3f; nMinLinks = MAX( nMinLinks, 4 ); pArea->m_aAreaNodes.AddToTail( pHighestConnectivity ); if ( asw_director_debug.GetBool() ) { Msg( "minLinks = %d\n", nMinLinks ); } pArea->m_nTotalLinks = 0; for ( int i=0 ; i<iNumNodes; i++ ) { CAI_Node *pNode = g_pBigAINet->GetNode( i ); if ( !pNode || pNode->GetType() != NODE_GROUND ) continue; Vector vecPos = pNode->GetOrigin(); float flDist = vecPos.DistTo( pArea->m_vecOrigin ); if ( flDist > 400.0f ) continue; // discard if node is inside an escape area bool bInsideEscapeArea = false; for ( int d=0; d<m_EscapeTriggers.Count(); d++ ) { if ( m_EscapeTriggers[d]->CollisionProp()->IsPointInBounds( vecPos ) ) { bInsideEscapeArea = true; break; } } if ( bInsideEscapeArea ) continue; // count links that drones could follow int nLinks = pNode->NumLinks(); int nValidLinks = 0; for ( int k = 0; k < nLinks; k++ ) { CAI_Link *pLink = pNode->GetLinkByIndex( k ); if ( !pLink ) continue; if ( !( pLink->m_iAcceptedMoveTypes[nSearchHull] & bits_CAP_MOVE_GROUND ) ) continue; nValidLinks++; } if ( nValidLinks >= nMinLinks ) { pArea->m_aAreaNodes.AddToTail( pNode ); pArea->m_nTotalLinks += nValidLinks; } } // highlight and measure bounds Vector vecAreaMins = Vector( FLT_MAX, FLT_MAX, FLT_MAX ); Vector vecAreaMaxs = Vector( -FLT_MAX, -FLT_MAX, -FLT_MAX ); for ( int i = 0; i < pArea->m_aAreaNodes.Count(); i++ ) { vecAreaMins = VectorMin( vecAreaMins, pArea->m_aAreaNodes[i]->GetOrigin() ); vecAreaMaxs = VectorMax( vecAreaMaxs, pArea->m_aAreaNodes[i]->GetOrigin() ); if ( asw_director_debug.GetBool() ) { if ( i == 0 ) { NDebugOverlay::Cross3D( pArea->m_aAreaNodes[i]->GetOrigin(), 20.0f, 255, 255, 64, true, 10.0f ); } else { NDebugOverlay::Cross3D( pArea->m_aAreaNodes[i]->GetOrigin(), 10.0f, 255, 128, 0, true, 10.0f ); } } } Vector vecArea = ( vecAreaMaxs - vecAreaMins ); float flArea = vecArea.x * vecArea.y; if ( asw_director_debug.GetBool() ) { Msg( "area mins = %f %f %f\n", VectorExpand( vecAreaMins ) ); Msg( "area maxs = %f %f %f\n", VectorExpand( vecAreaMaxs ) ); NDebugOverlay::Box( vec3_origin, vecAreaMins, vecAreaMaxs, 255, 128, 128, 10, 10.0f ); Msg( "Total links = %d Area = %f\n", pArea->m_nTotalLinks, flArea ); } return pArea; }
bool CASW_Spawn_Manager::SpawnRandomParasitePack( int nParasites ) { int iNumNodes = g_pBigAINet->NumNodes(); if ( iNumNodes < 6 ) return false; int nHull = HULL_TINY; CUtlVector<CASW_Open_Area*> aAreas; for ( int i = 0; i < 6; i++ ) { CAI_Node *pNode = NULL; int nTries = 0; while ( nTries < 5 && ( !pNode || pNode->GetType() != NODE_GROUND ) ) { pNode = g_pBigAINet->GetNode( RandomInt( 0, iNumNodes ) ); nTries++; } if ( pNode ) { CASW_Open_Area *pArea = FindNearbyOpenArea( pNode->GetOrigin(), HULL_MEDIUMBIG ); if ( pArea && pArea->m_nTotalLinks > 30 ) { // test if there's room to spawn a shieldbug at that spot if ( ValidSpawnPoint( pArea->m_pNode->GetPosition( nHull ), NAI_Hull::Mins( nHull ), NAI_Hull::Maxs( nHull ), true, false ) ) { aAreas.AddToTail( pArea ); } else { delete pArea; } } } // stop searching once we have 3 acceptable candidates if ( aAreas.Count() >= 3 ) break; } // find area with the highest connectivity CASW_Open_Area *pBestArea = NULL; for ( int i = 0; i < aAreas.Count(); i++ ) { CASW_Open_Area *pArea = aAreas[i]; if ( !pBestArea || pArea->m_nTotalLinks > pBestArea->m_nTotalLinks ) { pBestArea = pArea; } } if ( pBestArea ) { for ( int i = 0; i < nParasites; i++ ) { // raise the position by 12 units, a workaround for parasites // falling through displacements CBaseEntity *pAlien = SpawnAlienAt( "asw_parasite", pBestArea->m_pNode->GetPosition( nHull ) + Vector(0.f, 0.f, 12.f), RandomAngle( 0, 360 ) ); IASW_Spawnable_NPC *pSpawnable = dynamic_cast<IASW_Spawnable_NPC*>( pAlien ); if ( pSpawnable ) { pSpawnable->SetAlienOrders(AOT_SpreadThenHibernate, vec3_origin, NULL); } if ( asw_director_debug.GetBool() && pAlien ) { Msg( "Spawned parasite at %f %f %f\n", pAlien->GetAbsOrigin() ); NDebugOverlay::Cross3D( pAlien->GetAbsOrigin(), 8.0f, 255, 0, 0, true, 20.0f ); } } aAreas.PurgeAndDeleteElements(); return true; } aAreas.PurgeAndDeleteElements(); return false; }
bool CASW_Spawn_Manager::SpawnAlientAtRandomNode() { UpdateCandidateNodes(); // decide if the alien is going to come from behind or in front bool bNorth = RandomFloat() < 0.7f; if ( m_northCandidateNodes.Count() <= 0 ) { bNorth = false; } else if ( m_southCandidateNodes.Count() <= 0 ) { bNorth = true; } CUtlVector<int> &candidateNodes = bNorth ? m_northCandidateNodes : m_southCandidateNodes; if ( candidateNodes.Count() <= 0 ) return false; const char *szAlienClass = "asw_drone"; Vector vecMins, vecMaxs; GetAlienBounds( szAlienClass, vecMins, vecMaxs ); int iMaxTries = 1; for ( int i=0 ; i<iMaxTries ; i++ ) { int iChosen = RandomInt( 0, candidateNodes.Count() - 1); CAI_Node *pNode = GetNetwork()->GetNode( candidateNodes[iChosen] ); if ( !pNode ) continue; float flDistance = 0; CASW_Marine *pMarine = dynamic_cast<CASW_Marine*>(UTIL_ASW_NearestMarine( pNode->GetPosition( CANDIDATE_ALIEN_HULL ), flDistance )); if ( !pMarine ) return false; // check if there's a route from this node to the marine(s) AI_Waypoint_t *pRoute = ASWPathUtils()->BuildRoute( pNode->GetPosition( CANDIDATE_ALIEN_HULL ), pMarine->GetAbsOrigin(), NULL, 100 ); if ( !pRoute ) { if ( asw_director_debug.GetBool() ) { NDebugOverlay::Cross3D( pNode->GetOrigin(), 10.0f, 255, 128, 0, true, 20.0f ); } continue; } if ( bNorth && UTIL_ASW_DoorBlockingRoute( pRoute, true ) ) { DeleteRoute( pRoute ); continue; } // riflemod: preventing wanderers from spawning behind closed airlocks if (UTIL_ASW_BrushBlockingRoute(pRoute, MASK_PLAYERSOLID_BRUSHONLY, COLLISION_GROUP_PLAYER_MOVEMENT)) { DeleteRoute(pRoute); continue; } Vector vecSpawnPos = pNode->GetPosition( CANDIDATE_ALIEN_HULL ) + Vector( 0, 0, 32 ); if ( ValidSpawnPoint( vecSpawnPos, vecMins, vecMaxs, true, MARINE_NEAR_DISTANCE ) ) { if ( SpawnAlienAt( szAlienClass, vecSpawnPos, vec3_angle ) ) { if ( asw_director_debug.GetBool() ) { NDebugOverlay::Cross3D( vecSpawnPos, 25.0f, 255, 255, 255, true, 20.0f ); float flDist; CASW_Marine *pMarine = UTIL_ASW_NearestMarine( vecSpawnPos, flDist ); if ( pMarine ) { NDebugOverlay::Line( pMarine->GetAbsOrigin(), vecSpawnPos, 64, 64, 64, true, 60.0f ); } } DeleteRoute( pRoute ); return true; } } else { if ( asw_director_debug.GetBool() ) { NDebugOverlay::Cross3D( vecSpawnPos, 25.0f, 255, 0, 0, true, 20.0f ); } } DeleteRoute( pRoute ); } return false; }